@admin - appreciate the fact that you guys are working on it. That alone is good enough for me 🙂. If you will need a specific combo of graphical settings for me to test, let me know and i can publish you the results in an unlisted video for troubleshooting reasons. Let me know if i can help 🙂
I am aware of the workaround, but can not roll back drivers, due to metro: exodus RTX update being the one for me in later driver, and needing newer driver for some other games, but I will patiently wait for the update.

Hi,
Ever since last 2 NVIDIA Driver updates (419.something) i had graphical issues with my RTX 2080 cards in the rigging. I tried various settings Shadows, vsync, anti-aliasing, nothing helps.
Can you please see that this is resolved before release, here is a vide of the issue and i would be happy to provide more on request
The bigger the ship, the worse the issue. On Endymion it is durable, on Christian it was almost unplayable

The feedback on current maps:
Map with the fort - cool with the smaller ships, clogged with the bigger, very messy (but sometimes quite fun)
Map with towers - haven't tried
Map with 1 capture circle - Fantastic fun, Loving it
Map with 3 capture circles (port battle style) - Too spread out, but like others said, when we get to Ships of the Line it might shine
Map with 2 home zones (wot style) - Decent, still prefer 1 circle
Suggestions:
Bring Back the shrinking circle from the Sea Trials (can be partially over land, but never fully)
variation of this mechanic could be a PLAYERUNKNOWN's Battlegrounds circle shrinking in unpredictable directions (would force players to move) (i would put both to test)
....also introduce 2 modes on those map: Team Deathmatch (as it is today) and a Free-For-All, last ship standing (or atleast not sunk yet)
also bring back heavy storm with waves map from Sea Trials (just don't make it too frequent)
Bring back Duel (1 vs 1) with 2 flavors: 1. Same ship, 2. Similar ship and a sidekick (these should be only PvP) bots not included.

Perhaps then ramming speed would play then the decisive factor. I can see if the ships collide at 1-2 knots relative to each other that the intended action was captrure and entaglement as you suggest, however the issue i am talking (maybe not in the video as much) is ramming at T angle (so 90degrees) and at 5-7 knots relative velocity. For 2 equally equipped ships, that would render both incapable of further combat.
Nudging into submission is 1 thing, ramming like in AC origins is a different beast altogether :-)

I would like to comment on a sadly common practice which occurs during matches in Naval Action Legends (but I assume in Naval Action in General): Deliberate Ramming
I have made a video on the topic appealing to community, but if this is not handled on gameplay systems level, I am afraid it will be a common practice once game goes live:
Anyway: my main points are: (and suggestions on how to address the issue)
Some players use deliberate ramming as a method to either ram, and turn opponent ship into submissive, unfavorable position, for either boarding or broadside, which they can do as there is little to no consequence of doing so (bowsprit broken, boooho, pop repair, fixed)
That tactic was used by Triremes, and Assasin's creed, definitely not Naval Action and Sailing ships. It is frustrating and enjoyment braking. Such deliberate behavior should be heavily discouraged
My Suggestions:
Since most players using that tactic are the ones of the profile, lets get the quickest kill, so we get XP and progress further - negate the ability to do so. Meaning introduce XP penalty for ramming. (Let's say -200 XP for ramming a ship - detected by a collision on the bow, or first 1/4 of the ship, either side). That should provide a slap on the wrist for unintentional ram, force players to pay more attention to their surroundings, and also stop players abusing the tactic from progression
In addition, to make it more historically correct, bring back the heavy damage to ships involved in a ram (loss of up to 40% structural integrity for the rammer and up to 15% for the rammee) The actual damage would be calculated by the relative speed of the collision (the speed at the point of impact). Also make loss of structure / armor - if you choose so depending on the side of the ship where impact took place.
To be clear, as i said in my video, I have nothing against an unintentional ram, it happens, its a process of learning, but abusing the mechanic should be heavily discouraged. Imagine you get into a fight where 80% of people are ramming and turning. If left unattended, this could be a main cause why people will be asking for private servers.

The screens look great and the concept on paper sounds awesome.
Is there a chance for media to sign-up to preview this game, and if so please consider me interested.
I would love a chance to show it on my Youtube channel (when it will be ready to be shown, regardless if it is a month, year, or several years down the line).
(just in case there will be a list this is my mail: info@grunfworks.com )

Agree with both of you,
Age does not define maturity, actions and behavior do. So keep it cool, remember that this is a game, and we are all here to have fun. If you are beaten, learn from it and congratulate the winner, as both of you will enjoy sparring the next time as well. Your current opponent might be your teammate in the next fight.
My point is, be a good person, and then age is just a number, regardless if it is just right, low or high :-)
I enjoyed playing a match with you Timo, and will for sure play more :-)

The reasons I believe Naval Action legends will be a success is nicely described in this article:
http://www.pcgamer.com/do-games-have-enough-respect-for-your-spare-time/#
As a full time working dad of 2 year old I have chunks of 20 mins to 1hr to play. As much as i love the idea of open world and enjoyed sailing it before i got a kid, nowadays i mainly want a quick-in, quick-out ship-to-ship or fleet-to-fleet combat that was done during the early sea trials. I also believe that devs made the right call splitting these 2 games as they cater to 2 different audiences that will never agree on the core concept.
Can't wait for the legends to come :-)

I would argue against starting with a brig, as learning how to do manual sails from the start before you know how the ships handle, how to aim etc seems pretty brutal to me.
Having said that, I would keep anything less than a brig (or balance it with XP and cash) to keep fore and aft riggers mandatory for say first (up to) 10 fights / missions. This would give a new player ability to get a feel for the ship, the turning, the gunnery, UI, and get the feel of the game. I see ship progression in Naval Action as follows:
Give a new player option to choose between Basic Cutter or Basic Lynx (Cutter being the sturdy armored one, Lynx being the fast glass-cannon-ish type)
After approx 5 fights / missions / tutorial as reward fro completing tutorial missions award player with an upgrade (to choose Privateer or a Pickle). This would give players a chance to experience an upgrade (in speed or armamment), or alternatively take a path not taken (i.e. choosing privateer after a cutter) to try a different playstyle.
By some 10-ish missions in (say on a first rank upgrade) give the player a basic brig, as then the learning curve gets another bump in terms of learning manual sails, but by now the player has figured out sailing, UI, gunnery so the "only" new thing to learn is manual sailing a square rigger. And then the game opens up.
I have played since early alpha, so i have tried most of the ships and although i get new player frustration in terms of ship progression (hell, i'd like a surprise from the start please), but putting a player to tackle complexities of manual sails when they are still getting their feet wet with controls, catching the wind, learning to aim (yes it does take some time) is doing the new player a disservice in my opinion. However, getting to a Brig should not take too long to spoil the enjoyment.
I think that approach would work as I see learning steps ( almost tied to a specific ship rate) as follows
UI, Controls, Sailing - starter ship (7th rate - cutter / lynx)
Gunnery, Aiming, Combat maneuvering, dodging fire while getting some good shots on enemy - "better" 7th rate (privateer / pickle)
Manual Sailing, first proper combats, repairs, crew management, capturing - 6th rates
Advanced Combat (dismasting, raking), basic fleet combat - 5th rates
Advanced Fleet Action (maneuvering, battle lines, etc) - 4th rates
Ships of the line action (as the differ greatly from frigates in terms of armament, fire capability, speed, fire by the deck) - 3rd rates
Port Battles and large engagements - 2nd rates
Learning to sail all over - 1st rates (people sailing 1st rates know what i am talking about, i.e. combat sailing a 1st rate is no longer a tactical but rather a strategic choice due to their maneuverability and speed)